/*
 * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
 *
 * This software is provided 'as-is', without any express or implied
 * warranty.  In no event will the authors be held liable for any damages
 * arising from the use of this software.
 * Permission is granted to anyone to use this software for any purpose,
 * including commercial applications, and to alter it and redistribute it
 * freely, subject to the following restrictions:
 * 1. The origin of this software must not be misrepresented; you must not
 * claim that you wrote the original software. If you use this software
 * in a product, an acknowledgment in the product documentation would be
 * appreciated but is not required.
 * 2. Altered source versions must be plainly marked as such, and must not be
 * misrepresented as being the original software.
 * 3. This notice may not be removed or altered from any source distribution.
 */

package org.box2dflash.dynamics.joints {
	import org.box2dflash.dynamics.joints.Joint;
	import org.box2dflash.dynamics.Body;
	import org.box2dflash.common.math.Vec2;
	import org.box2dflash.common.math.*;
	import org.box2dflash.dynamics.*;
	import org.box2dflash.common.Internal;
	use namespace Internal;

	public class PrismaticJointDef extends JointDef {
		public function PrismaticJointDef() {
			type = Joint.e_prismaticJoint;
			//localAnchor1.zero();
			//localAnchor2.zero();
			localAxis1 = new Vec2(1.0, 0.0);
			referenceAngle = 0.0;
			enableLimit = false;
			lowerTranslation = 0.0;
			upperTranslation = 0.0;
			enableMotor = false;
			maxMotorForce = 0.0;
			motorSpeed = 0.0;
		}

		public function initialize(b1:Body, b2:Body, anchor:Vec2, axis:Vec2):void {
			body1 = b1;
			body2 = b2;
			localAnchor1 = body1.localPoint(anchor);
			localAnchor2 = body2.localPoint(anchor);
			localAxis1 = body1.localVector(axis);
			referenceAngle = body2.angle - body1.angle;
		}

		/// The local anchor point relative to body1's origin.
		public var localAnchor1:Vec2 = new Vec2();
		/// The local anchor point relative to body2's origin.
		public var localAnchor2:Vec2 = new Vec2();
		/// The local translation axis in body1.
		public var localAxis1:Vec2 = new Vec2();
		/// The constrained angle between the bodies: body2_angle - body1_angle.
		public var referenceAngle:Number;
		/// Enable/disable the joint limit.
		public var enableLimit:Boolean;
		/// The lower translation limit, usually in meters.
		public var lowerTranslation:Number;
		/// The upper translation limit, usually in meters.
		public var upperTranslation:Number;
		/// Enable/disable the joint motor.
		public var enableMotor:Boolean;
		/// The maximum motor torque, usually in N-m.
		public var maxMotorForce:Number;
		/// The desired motor speed in radians per second.
		public var motorSpeed:Number;
	}
}
